So basically what you need to win a game of Mobile Legends, is to destroy the enemy’s nexus located at their base, all kills and items. Advantage accumulated would not matter if a team is not taking the objectives.
Objectives
Buff - He who controls the buff wins the game, buff plays a huge role in a complex game like Mobile Legends it gives the team’s core a huge advantage in terms of hero progression. There are two buffs Purple (Assassin) which rewards the hero Mana regen and Cooldown reduction and orange (MM) which rewards the hero additional physical damage when attacking an enemy hero often times as the game clock starts each teams tries to invade the other team’s buff.
Towers and Push
Based on an experience, in most of the matches, especially on epic to legend tiers, solo queue matches, players tend to farm upto ten times more than they push towers ending up on the disadvantaged to win the match.
Priority ganks
- Core heroes are the top priority when it comes to ganks to hinder their item progression.
- Support heroes are the least of interest when it comes to ganking since they do not really need to get items quickly.
- Offlane heroes are good targets for ganks since they sit alone on lanes after killing them you can immediately follow it up with a tower push.
Trading
Effective trading is cutting losses in clashes or making it even, you get a kill on the enemy core but your tank and support dies is a good trade since you get to slowdown the farm of their carry.
When pushing, you can always estimate if you can defend a tower so instead of coming to a lane to defend a tower against five heroes, trade it by finding the most open lane and try pushing a tower in exchange for that tower you just lost.
Item timings
For MOBA games, carry does not need to try and farm 6 items in just one sitting on a lane, recognizing what items to be finished first to get the upper hand on fights, for example a bloodlust axe is enough to sustain a granger in a lot of team fights, and early necklace can relieve a lot of pressure from Esmeralda and Uranus. Supports should get roaming items as early as possible to give leeway to their cores.
Turtle or Lord
The turtle is an early objective given to cores for additional shield and exp. While the Lord is a late game objective which gives a huge advantage to a team in terms of lane pressure sometime killing the lord is what a team needs to win a match especially on good base defending heroes’ life Pharsa and Valir.
Drafting
The most underrated part of the game, commonly the goal of drafting for a random pub match is to Ban Meta heroes.
But banning in a higher level of play will be thought as a mind game countering hero cores picking the most annoying hero for another hero. For example, banning Esmeralda to open up a Uranus pick.
Vi happy
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